Perthro

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Year two of a console is when you actually live with it

Nintendo expects fewer new buyers. Existing owners should get more games.

Nintendo's annual results landed this morning. The Switch 2 sold 19.86 million units in its launch year, an enormous number by any measure. What knocked the stock down about ten percent before lunch was the forecast for the year ahead: 16.5 million, a step down from year one where consoles normally step up.

Nintendo's reasons are mostly costs: memory prices, tariffs, an expected ¥100 billion hit, and a price increase coming on September 1 in North America and Europe. That's a story for investors. The bit we find more interesting as players is how little anyone talks about a console's second year, even though year two is usually when you actually start living with the thing.

Why consoles usually sell more in year two

Historically, console sales ramp up. The first year is limited by manufacturing, retail reach, and people not yet having a reason to buy. The second year is when supply catches up and the library gets deep enough that people who waited at launch decide it's time.

The library is the key part, and it's structural. A major first-party game takes three to five years to make, which means the big Mario, Zelda or Metroid was already in production before the console was announced. Year one gets whatever was ready in time: a couple of flagship launch games, some ports, cross-generation releases. Year two gets the games the platform was actually built around.

Year one is mostly about buying it

Think about what people talk about in a console's first year. Should you buy it? Where can you find one? Which version of this port runs better? What's the battery life like? These are fair questions, but none of them are about playing. They're about whether to start.

Launch games are built for that moment too. Their job is to look great in a sizzle reel and show off the hardware. Meanwhile the operating system gets patched every couple of weeks, third parties are testing whether the audience is big enough, and indie developers are waiting to see if a port is worth it.

What year two looks like in your own play history

If you kept any record of the original Switch, go back and look at 2017. For most people it's Breath of the Wild, Mario Kart 8 Deluxe, Splatoon 2, and Super Mario Odyssey squeezing in at the end of October. That's a small shelf. It also isn't the Switch you picture when you think of the Switch.

The Switch most people remember is 2018 to 2020: Smash Bros. Ultimate, the long tail of indie ports that made it the place to play small games, Fire Emblem: Three Houses in 2019, Animal Crossing: New Horizons in 2020. The platform's real character (the genres it turned out to be good at, the friends you played with, the games you still think about) showed up in years two through four.

We see the same pattern whenever we look at our own logs. The launch year is a handful of reviews and a note about the controller. The rest of the shelf fills in later.

What Nintendo's forecast says about the Switch 2's second year

Put the two halves of the announcement together. Nintendo is saying hardware sales will be harder in year two: a higher price, more expensive parts, tariffs. It's saying nothing gloomy about software. The company has signalled that its first-party slate is strong through this year and next.

So: fewer new buyers, more games. For the roughly 20 million people who already own one, that's a good year. The big first-party games arrive, indie ports settle into good shape, and the launch-week YouTube videos give way to "which games actually held me" videos six and twelve months in.

Year two is when a console becomes yours

In its second year a console stops being news and becomes part of the room. It earns its spot under the TV, and you start having save files you'd genuinely be upset to lose. At some point you notice you're thinking about the games you play on it rather than the hardware.

That's also when it's worth writing things down. In five years you'll want to know which half-dozen games this stretch of your life was really about, and your console's play history won't tell you. We built Perthro for exactly that kind of slow record: a "playing" status that stays honest for a game you've been in for six months, reviews that can be a sentence or several pages, and lists for things like "Switch 2, year one." The financial press will measure the Switch 2 in units shipped. What you played on it is the part only you can keep.

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